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gedthestudent · 9 months
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5+2 Micro-Reviews of my favorite D&D Retro-Clones
OSRIC and Hyperborea 3e
I am very partial to the Advanced flavors of Dungeons & Dragons so its no surprise that these are included in my favorites. OSRIC is a relatively faithful retro-clone of the first edition of AD&D, a game much maligned as the most un-designed among the editions of D&D. It turns out once you remove Gary Gygax's appalling writing, weapon versus AC adjustment tables, and endless Dragonsfoot debates about initiative rules, you arrive at an excellent game. For a free product, it comes with a surprising amount of charming art in the black-and-white style now synonymous with the OSR. The book is not only free but it is three books in one: a player's book, a game master's book, and a bestiary. Hyperborea 3e on the other hand is a AD&D 1e retro-clone that is laser-focused on the sword and sorcery genre. It also streamlines AD&D 1e by smoothing over some of the game's peculiarities. Attribute modifiers are simplified, weapon damage versus size adjustments are dissolved, and segment-based initiative is dissolved in favor for a phase-based initiative in the spirit of Holmes' Basic D&D. Multi-classing is also dissolved in favor of providing a rich variety of distinct sub-classes. Hyperborea 3e also includes robust spell research rules. Spell levels in this retro-clone only reach the heights of spell level 6. The two-column formatting and black-and-white art is wonderful. Hyperborea 3e comes in two books, one for players and the other for game masters. The latter book includes an even a more detailed gazetteer for Jeffrey Talanian's namesake setting, the bestiary, and more rules.
Dungeon Crawl Classics
Dungeon Crawl Classics is a fascinating and idiosyncratic retro-clone based on the scaffolding of D&D 3e. DCC has unified d20 resolution mechanics, ascending AC, and the emblematic three saving throws of reflex, fortitude, and willpower. That is where the similarities end. DCC is as much as game as it is a shameless indulgence of the spirit of old school D&D. Death is common, dungeons are dangerous, and the world is gonzo. DCC adopts the race-classes of Basic/Expert D&D but also endeavors to be its own game with two defining features: funnels and extensive charts. Heroes are not made, they are found. Level-0 characters must survive an ultra-lethal dungeon before they are able to enjoy the first level of a class. Funnels are a tool to teach OSR principles and they have the subtlety of a blunt executioner's axe. Do not be fooled by the book's length. The game is a simple and familiar. Most of the length comes from the tables for spell checks, critical fumbles, and critical successes. The other defining feature of the game is the incredible flavor held in these tables and in the situations that arise from rolling on them. DCC is both a premier retro-clone and the single greatest instrument of mainstream D&D deprogramming.
Castles & Crusades
Castles & Crusades is both understated and underrated. To describe the game in the most simple terms, it is AD&D 1e reimagined with the unified d20 resolution of D&D 3e and beyond. The game includes all of the iconic D&D classes and the eighth printing in particular is to be applauded for its superb art and formatting. Punitive attribute requirements are dissolved, ascending AC is used, and multi-classing is presented in an accessible manner. My only criticism that the explanation for the non-combat resolution mechanic is poor. All Difficulty Classes are 18. All rolls are modified by the one of the six classic attributes. If the roll includes the character's primary attribute, they receive an additional +6 to their roll. If the roll includes the one of the character's class abilities, they receive an additional bonus equal to their level. This is the game to play if your table wants to engage with AD&D but do not want to engage with its vestigial qualities.
Old School Essentials and Advanced Labyrinth Lord
Old School Essentials is a 1-to-1 retro-clone of B/X D&D presented in a best-in-industry, control panel format. Game mechanics are stripped bare and presented in a brutalist fashion that leaves no room for ambiguity. Descending and ascending AC are both included. All the art is wholesome and not at all missing the OSR charm. Advanced Fantasy is the definitive version of the game that includes everything in the Classic Fantasy tome but introduces reimagined features and rules from both AD&D and Unearthed Arcana. Labyrinth Lord was the retro-clone that preceded OSE. Advanced Labyrinth Lord is a comprehensive game that includes everything in the first iteration of Labyrinth Lord but incorporates the Advanced Edition Companion. This results in an experience that cleaves much more faithfully to AD&D proper. Classes' attribute requirements are here and descending AC is used. Segment-based initiative from AD&D 1e is absent. What OSE might lack in flavor, ALL has in abundance.
Swords & Wizardry Complete
Original D&D, or "OD&D," has no shortage of retro-clones either. There is Delving Deeper, Iron Falcon, White Box Fantasy Adventure Game, Swords and Wizardry, and more. Each seeks to clone various iterations of OD&D and each has its fans. Swords & Wizardry seeks to clone the original game and its supplements, which results in a streamlined game that approaches AD&D. More class options, a divorce between race and class, and both descending and ascending AC are all present. Swords & Wizardry also is known for its unified saving throw. There is no more wrestling with five categories of saving throws. The crowdfunded Revised edition of Swords & Wizardry Complete also comes with rules for morale and spell research.
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gedthestudent · 9 months
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The Last THAC0 Explanation
THAC0, short for “to-hit AC 0,” and descending armor class: a perennial example people enjoy using to explain why the editions of Dungeons & Dragons before the third are antiquated. There are many uncharitable descriptions of older editions of D&D and its retro-clones. The infamous THAC0, while unintuitive at first, is not convoluted. Here is the last THAC0 explanation anyone will ever need. Before there was Base Attack Bonus and ascending AC, there was THAC0 and descending AC. Before THAC0, there were attack matrices. For this example, we will establish that your edition or retro-clone of choice provides the entire attack matrix instead of just a character’s THAC0. Your character’s THAC0 would be the column of numbers under AC 0. Your attack rolls are as follows:
THAC0 - (sum of all attack modifiers) - 1d20 = descending AC “hit”
The game master calls for the attack roll, the player declares what descending AC they hit. The player hits the descending AC result and higher. You can reduce the math you have to do on a moment to moment basis by scratching down a modified THAC0 value. Remember to mind the parentheses. Therefore, the simplest attack roll is as follows:
Modified THAC0 - 1d20 = descending AC hit
Circumstantial modifiers that might improve or penalize your attack roll further then are subtracted or added to your THAC0, respectively. 
If you insist on converting everything to the ascending format, as per D&D 3e and beyond, then its a trivial matter. You convert THAC0 to Base Attack Bonus by subtracting THAC0 from 20. You convert descending AC to ascending AC by subtracting the descending AC from 20, or 19 if your game has an unarmored descending AC of 9. Again, mind the parentheses.
20 - THAC0 = BAB
20 - (descending AC) = ascending AC
You then arrive to attack roll resolution as most people understand it. 
1d20 + BAB = ascending AC hit
Circumstantial modifiers are added or subtracted from the roll as is. The ascending AC and lower is hit.
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